carla/PythonAPI/test/smoke/test_vehicle_physics.py

685 lines
29 KiB
Python

# Copyright (c) 2021 Computer Vision Center (CVC) at the Universitat Autonoma de
# Barcelona (UAB).
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
from . import SyncSmokeTest
from . import SmokeTest
import carla
import time
import math
import numpy as np
from enum import Enum
def list_equal_tol(objs, tol = 1e-5):
if (len(objs) < 2):
return True
for i in range(1, len(objs)):
equal = equal_tol(objs[0], objs[i], tol)
if not equal:
return False
return True
def equal_tol(obj_a, obj_b, tol = 1e-5):
if isinstance(obj_a, list):
return obj_a == obj_b
if isinstance(obj_a, carla.libcarla.Vector3D):
diff = abs(obj_a - obj_b)
return diff.x < tol and diff.y < tol and diff.z < tol
return abs(obj_a - obj_b) < tol
def equal_physics_control(pc_a, pc_b):
error_msg = ""
for key in dir(pc_a):
if key.startswith('__') or key == "wheels":
continue
if not equal_tol(getattr(pc_a, key), getattr(pc_b, key), 1e-3):
error_msg = "Car property: '%s' in VehiclePhysicsControl does not match: %.4f %.4f" \
% (key, getattr(pc_a, key), getattr(pc_b, key))
return False, error_msg
if len(pc_a.wheels) != len(pc_b.wheels):
error_msg = "The number of wheels does not match %d, %d" \
% (len(pc_a.wheels) != len(pc_b.wheels))
return False, error_msg
for w in range(0, len(pc_a.wheels)):
for key in dir(pc_a.wheels[w]):
if key.startswith('__') or key == "position":
continue
if not equal_tol(getattr(pc_a.wheels[w], key), getattr(pc_b.wheels[w], key), 1e-3):
error_msg = "Wheel property: '%s' in VehiclePhysicsControl does not match: %.4f %.4f" \
% (key, getattr(pc_a.wheels[w], key), getattr(pc_b.wheels[w], key))
return False, error_msg
return True, error_msg
def change_physics_control(vehicle, tire_friction = None, drag = None, wheel_sweep = None, long_stiff = None):
# Change Vehicle Physics Control parameters of the vehicle
physics_control = vehicle.get_physics_control()
if drag is not None:
physics_control.drag_coefficient = drag
if wheel_sweep is not None:
physics_control.use_sweep_wheel_collision = wheel_sweep
front_left_wheel = physics_control.wheels[0]
front_right_wheel = physics_control.wheels[1]
rear_left_wheel = physics_control.wheels[2]
rear_right_wheel = physics_control.wheels[3]
if tire_friction is not None:
front_left_wheel.tire_friction = tire_friction
front_right_wheel.tire_friction = tire_friction
rear_left_wheel.tire_friction = tire_friction
rear_right_wheel.tire_friction = tire_friction
if long_stiff is not None:
front_left_wheel.long_stiff_value = long_stiff
front_right_wheel.long_stiff_value = long_stiff
rear_left_wheel.long_stiff_value = long_stiff
rear_right_wheel.long_stiff_value = long_stiff
wheels = [front_left_wheel, front_right_wheel, rear_left_wheel, rear_right_wheel]
physics_control.wheels = wheels
return physics_control
SpawnActor = carla.command.SpawnActor
FutureActor = carla.command.FutureActor
ApplyTargetVelocity = carla.command.ApplyTargetVelocity
SetEnableGravity = carla.command.SetEnableGravity
ApplyVehicleControl = carla.command.ApplyVehicleControl
ApplyVehiclePhysicsControl = carla.command.ApplyVehiclePhysicsControl
class TestApplyVehiclePhysics(SyncSmokeTest):
def wait(self, frames=100):
for _i in range(0, frames):
self.world.tick()
def check_single_physics_control(self, bp_vehicle):
veh_tranf = self.world.get_map().get_spawn_points()[0]
vehicle = self.world.spawn_actor(bp_vehicle, veh_tranf)
# Checking the setting of car variables (drag coefficient)
pc_a = change_physics_control(vehicle, drag=5)
vehicle.apply_physics_control(pc_a)
self.wait(2)
pc_b = vehicle.get_physics_control()
equal, msg = equal_physics_control(pc_a, pc_b)
if not equal:
self.fail("%s: %s" % (bp_vehicle.id, msg))
self.wait(2)
# Checking the setting of wheel variables (tire friction)
pc_a = change_physics_control(vehicle, tire_friction=5, long_stiff=987)
vehicle.apply_physics_control(pc_a)
self.wait(2)
pc_b = vehicle.get_physics_control()
equal, msg = equal_physics_control(pc_a, pc_b)
if not equal:
self.fail("%s: %s" % (bp_vehicle.id, msg))
vehicle.destroy()
def check_multiple_physics_control(self, bp_vehicles, index_bp = None):
num_veh = 10
vehicles = []
pc_a = []
pc_b = []
for i in range(0, num_veh):
veh_tranf = self.world.get_map().get_spawn_points()[i]
bp_vehicle = bp_vehicles[index_bp] if index_bp is not None else bp_vehicles[i]
vehicles.append(self.world.spawn_actor(bp_vehicle, veh_tranf))
drag_coeff = 3.0 + 0.1*i
pc_a.append(change_physics_control(vehicles[i], drag=drag_coeff))
vehicles[i].apply_physics_control(pc_a[i])
self.wait(2)
for i in range(0, num_veh):
pc_b.append(vehicles[i].get_physics_control())
for i in range(0, num_veh):
equal, msg = equal_physics_control(pc_a[i], pc_b[i])
if not equal:
self.fail("%s: %s" % (bp_vehicle.id, msg))
pc_a = []
pc_b = []
for i in range(0, num_veh):
friction = 1.0 + 0.1*i
lstiff = 500 + 100*i
pc_a.append(change_physics_control(vehicles[i], tire_friction=friction, long_stiff=lstiff))
vehicles[i].apply_physics_control(pc_a[i])
self.wait(2)
for i in range(0, num_veh):
pc_b.append(vehicles[i].get_physics_control())
for i in range(0, num_veh):
equal, msg = equal_physics_control(pc_a[i], pc_b[i])
if not equal:
self.fail("%s: %s" % (bp_vehicle.id, msg))
for i in range(0, num_veh):
vehicles[i].destroy()
def test_single_physics_control(self):
print("TestApplyVehiclePhysics.test_single_physics_control")
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_vehicles = self.filter_vehicles_for_old_towns(bp_vehicles)
for bp_veh in bp_vehicles:
self.check_single_physics_control(bp_veh)
def test_multiple_physics_control(self):
print("TestApplyVehiclePhysics.test_multiple_physics_control")
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_vehicles = self.filter_vehicles_for_old_towns(bp_vehicles)
for idx in range(0, len(bp_vehicles)):
self.check_multiple_physics_control(bp_vehicles, idx)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_vehicles = self.filter_vehicles_for_old_towns(bp_vehicles)
self.check_multiple_physics_control(bp_vehicles)
class TestVehicleFriction(SyncSmokeTest):
def wait(self, frames=100):
for _i in range(0, frames):
self.world.tick()
def test_vehicle_zero_friction(self):
print("TestVehicleFriction.test_vehicle_zero_friction")
self.client.load_world("Town05_Opt", False)
# workaround: give time to UE4 to clean memory after loading (old assets)
time.sleep(5)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_vehicles = self.filter_vehicles_for_old_towns(bp_vehicles)
for bp_veh in bp_vehicles:
veh_transf_00 = carla.Transform(carla.Location(33, -200, 0.2), carla.Rotation(yaw=90))
veh_transf_01 = carla.Transform(carla.Location(29, -200, 0.7), carla.Rotation(yaw=90))
batch = [
SpawnActor(bp_veh, veh_transf_00)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))
.then(SetEnableGravity(FutureActor, True)),
SpawnActor(bp_veh, veh_transf_01)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))
.then(SetEnableGravity(FutureActor, False))
]
responses = self.client.apply_batch_sync(batch)
veh_ids = [x.actor_id for x in responses]
veh_refs = [self.world.get_actor(x) for x in veh_ids]
if (0 in veh_ids) or (None in veh_refs):
self.fail("%s: The test cars could not be correctly spawned" % (bp_veh.id))
self.wait(10)
self.client.apply_batch_sync([
ApplyVehiclePhysicsControl(veh_refs[0], change_physics_control(veh_refs[0], tire_friction=0.0, drag=0.0)),
ApplyVehiclePhysicsControl(veh_refs[1], change_physics_control(veh_refs[1], drag=0.0))])
self.wait(1)
vel_ref = 100.0 / 3.6
self.client.apply_batch_sync([
ApplyTargetVelocity(veh_refs[0], carla.Vector3D(0, vel_ref, 0)),
ApplyTargetVelocity(veh_refs[1], carla.Vector3D(0, vel_ref, 0)),
])
self.wait(1)
vel_veh_00 = veh_refs[0].get_velocity().y
vel_veh_01 = veh_refs[1].get_velocity().y
if not list_equal_tol([vel_ref, vel_veh_00, vel_veh_01], 1e-3):
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
self.fail("%s: Velocities are not equal after initialization. Ref: %.3f -> [%.3f, %.3f]"
% (bp_veh.id, vel_ref, vel_veh_00, vel_veh_01))
self.wait(100)
vel_veh_00 = veh_refs[0].get_velocity().y
vel_veh_01 = veh_refs[1].get_velocity().y
if not list_equal_tol([vel_ref, vel_veh_00, vel_veh_01], 1e-1):
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
self.fail("%s: Velocities are not equal after simulation. Ref: %.3f -> [%.3f, %.3f]"
% (bp_veh.id, vel_ref, vel_veh_00, vel_veh_01))
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
def test_vehicle_friction_volume(self):
print("TestVehicleFriction.test_vehicle_friction_volume")
self.client.load_world("Town05_Opt", False)
# workaround: give time to UE4 to clean memory after loading (old assets)
time.sleep(5)
bp_vehicles = self.world.get_blueprint_library().filter("*charger_2020")
value_vol_friction = 5.0
friction_bp = self.world.get_blueprint_library().find('static.trigger.friction')
friction_bp.set_attribute('friction', str(value_vol_friction))
extent = carla.Location(300.0, 4500.0, 700.0)
friction_bp.set_attribute('extent_x', str(extent.x))
friction_bp.set_attribute('extent_y', str(extent.y))
friction_bp.set_attribute('extent_z', str(extent.z))
vol_transf = carla.Transform(carla.Location(27, -100, 1))
self.world.debug.draw_box(box=carla.BoundingBox(vol_transf.location, extent * 1e-2), rotation=vol_transf.rotation, life_time=1000, thickness=0.5, color=carla.Color(r=0,g=255,b=0))
friction_trigger = self.world.spawn_actor(friction_bp, vol_transf)
for bp_veh in bp_vehicles:
veh_transf_00 = carla.Transform(carla.Location(36, -200, 0.2), carla.Rotation(yaw=90))
veh_transf_01 = carla.Transform(carla.Location(28, -200, 0.7), carla.Rotation(yaw=90))
batch = [
SpawnActor(bp_veh, veh_transf_00)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0))),
SpawnActor(bp_veh, veh_transf_01)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))
]
responses = self.client.apply_batch_sync(batch)
veh_ids = [x.actor_id for x in responses]
veh_refs = [self.world.get_actor(x) for x in veh_ids]
if (0 in veh_ids) or (None in veh_refs):
self.fail("%s: The test cars could not be correctly spawned" % (bp_veh.id))
self.wait(10)
vel_ref = 50.0 / 3.6
friction_ref = 0.0
self.client.apply_batch_sync([
ApplyVehiclePhysicsControl(veh_refs[0], change_physics_control(veh_refs[0], tire_friction=friction_ref, drag=0.0)),
ApplyVehiclePhysicsControl(veh_refs[1], change_physics_control(veh_refs[1], tire_friction=friction_ref, drag=0.0))])
self.wait(1)
self.client.apply_batch_sync([
ApplyTargetVelocity(veh_refs[0], carla.Vector3D(0, vel_ref, 0)),
ApplyTargetVelocity(veh_refs[1], carla.Vector3D(0, vel_ref, 0)),
])
self.wait(4)
# Before trigger
bef_vel_veh_00 = veh_refs[0].get_velocity().y
bef_vel_veh_01 = veh_refs[1].get_velocity().y
bef_tire_fr_00 = veh_refs[0].get_physics_control().wheels[0].tire_friction
bef_tire_fr_01 = veh_refs[1].get_physics_control().wheels[0].tire_friction
extent = carla.Location(100.0, 100.0, 200.0)
self.world.debug.draw_box(box=carla.BoundingBox(veh_refs[1].get_location(), extent * 1e-2), rotation=vol_transf.rotation, life_time=8, thickness=0.5, color=carla.Color(r=255,g=0,b=0))
if not equal_tol(bef_vel_veh_00, vel_ref, 1e-3) or not equal_tol(bef_tire_fr_00, friction_ref, 1e-3):
self.fail("%s: Reference vehicle has changed before trigger. Vel: %.3f [%.3f]. Fric: %.3f [%.3f]"
% (bp_veh.id, bef_vel_veh_00, vel_ref, bef_tire_fr_00, friction_ref))
if not equal_tol(bef_vel_veh_01, vel_ref, 1e-3) or not equal_tol(bef_tire_fr_01, friction_ref, 1e-3):
self.fail("%s: Test vehicle has changed before trigger. Vel: %.3f [%.3f]. Fric: %.3f [%.3f]"
% (bp_veh.id, bef_vel_veh_01, vel_ref, bef_tire_fr_01, friction_ref))
self.wait(100)
# Inside trigger
ins_vel_veh_00 = veh_refs[0].get_velocity().y
ins_vel_veh_01 = veh_refs[1].get_velocity().y
ins_tire_fr_00 = veh_refs[0].get_physics_control().wheels[0].tire_friction
ins_tire_fr_01 = veh_refs[1].get_physics_control().wheels[0].tire_friction
extent = carla.Location(100.0, 100.0, 200.0)
self.world.debug.draw_box(box=carla.BoundingBox(veh_refs[1].get_location(), extent * 1e-2), rotation=vol_transf.rotation, life_time=8, thickness=0.5, color=carla.Color(r=255,g=0,b=0))
if not equal_tol(ins_vel_veh_00, vel_ref, 1e-3) or not equal_tol(ins_tire_fr_00, friction_ref, 1e-3):
self.fail("%s: Reference vehicle has changed inside trigger. Vel: %.3f [%.3f]. Fric: %.3f [%.3f]"
% (bp_veh.id, ins_vel_veh_00, vel_ref, ins_tire_fr_00, friction_ref))
if ins_vel_veh_01 > vel_ref or not equal_tol(ins_tire_fr_01, value_vol_friction, 1e-3):
self.fail("%s: Test vehicle is not correct inside trigger. Vel: %.3f [%.3f]. Fric: %.3f [%.3f]"
% (bp_veh.id, ins_vel_veh_01, vel_ref, ins_tire_fr_01, value_vol_friction))
self.wait(200)
# Outside trigger
out_vel_veh_00 = veh_refs[0].get_velocity().y
out_vel_veh_01 = veh_refs[1].get_velocity().y
out_tire_fr_00 = veh_refs[0].get_physics_control().wheels[0].tire_friction
out_tire_fr_01 = veh_refs[1].get_physics_control().wheels[0].tire_friction
extent = carla.Location(100.0, 100.0, 200.0)
self.world.debug.draw_box(box=carla.BoundingBox(veh_refs[1].get_location(), extent * 1e-2), rotation=vol_transf.rotation, life_time=8, thickness=0.5, color=carla.Color(r=255,g=0,b=0))
if not equal_tol(out_vel_veh_00, vel_ref, 1e-3) or not equal_tol(out_tire_fr_00, friction_ref, 1e-3):
self.fail("%s: Reference vehicle has changed after trigger. Vel: %.3f [%.3f]. Fric: %.3f [%.3f]"
% (bp_veh.id, ins_vel_veh_00, vel_ref, out_tire_fr_00, friction_ref))
if out_vel_veh_01 > vel_ref or not equal_tol(out_tire_fr_01, friction_ref, 1e-3):
self.fail("%s: Test vehicle is not correct after trigger. Vel: %.3f [%.3f]. Fric: %.3f [%.3f]"
% (bp_veh.id, out_vel_veh_01, vel_ref, out_tire_fr_01, friction_ref))
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
friction_trigger.destroy()
def test_vehicle_friction_values(self):
print("TestVehicleFriction.test_vehicle_friction_values")
self.client.load_world("Town05_Opt", False)
# workaround: give time to UE4 to clean memory after loading (old assets)
time.sleep(5)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
for bp_veh in bp_vehicles:
veh_transf_00 = carla.Transform(carla.Location(35, -200, 0.2), carla.Rotation(yaw=90))
veh_transf_01 = carla.Transform(carla.Location(29, -200, 0.7), carla.Rotation(yaw=90))
batch = [
SpawnActor(bp_veh, veh_transf_00)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0))),
SpawnActor(bp_veh, veh_transf_01)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))
]
responses = self.client.apply_batch_sync(batch)
veh_ids = [x.actor_id for x in responses]
veh_refs = [self.world.get_actor(x) for x in veh_ids]
if (0 in veh_ids) or (None in veh_refs):
self.fail("%s: The test cars could not be correctly spawned" % (bp_veh.id))
self.wait(10)
self.client.apply_batch_sync([
ApplyVehiclePhysicsControl(veh_refs[0], change_physics_control(veh_refs[0], tire_friction=0.0, drag=0.0)),
ApplyVehiclePhysicsControl(veh_refs[1], change_physics_control(veh_refs[1], tire_friction=3.0, drag=0.0))])
self.wait(1)
vel_ref = 100.0 / 3.6
self.wait(1)
self.client.apply_batch_sync([
ApplyTargetVelocity(veh_refs[0], carla.Vector3D(0, vel_ref, 0)),
ApplyTargetVelocity(veh_refs[1], carla.Vector3D(0, vel_ref, 0))
])
self.wait(20)
vel_veh_00 = veh_refs[0].get_velocity().y
loc_veh_00 = veh_refs[0].get_location().y
loc_veh_01 = veh_refs[1].get_location().y
for _i in range(0, 50):
self.world.tick()
self.client.apply_batch_sync([
ApplyVehicleControl(veh_refs[0], carla.VehicleControl(brake=1.0)),
ApplyVehicleControl(veh_refs[1], carla.VehicleControl(brake=1.0))
])
dist_veh_00 = veh_refs[0].get_location().y - loc_veh_00
dist_veh_01 = veh_refs[1].get_location().y - loc_veh_01
err_veh_01 = dist_veh_01 > dist_veh_00
if err_veh_01:
self.fail("%s: Friction test failed: ErrVeh01: %r -> (%f, %f)"
% (bp_veh.id, err_veh_01, dist_veh_00, dist_veh_01))
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
class TestVehicleTireConfig(SyncSmokeTest):
def wait(self, frames=100):
for _i in range(0, frames):
self.world.tick()
def test_vehicle_wheel_collision(self):
print("TestVehicleTireConfig.test_vehicle_wheel_collision")
self.client.load_world("Town05_Opt", False)
# workaround: give time to UE4 to clean memory after loading (old assets)
time.sleep(5)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_vehicles = [x for x in bp_vehicles if int(x.get_attribute('number_of_wheels')) == 4]
for bp_veh in bp_vehicles:
veh_transf_00 = carla.Transform(carla.Location(36, -200, 0.2), carla.Rotation(yaw=91))
veh_transf_01 = carla.Transform(carla.Location(31, -200, 0.7), carla.Rotation(yaw=91))
batch = [
SpawnActor(bp_veh, veh_transf_00)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0))),
SpawnActor(bp_veh, veh_transf_01)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))
]
responses = self.client.apply_batch_sync(batch)
veh_ids = [x.actor_id for x in responses]
veh_refs = [self.world.get_actor(x) for x in veh_ids]
if (0 in veh_ids) or (None in veh_refs):
self.fail("%s: The test cars could not be correctly spawned" % (bp_veh.id))
self.wait(10)
vel_ref = 100.0 / 3.6
self.client.apply_batch_sync([
ApplyVehiclePhysicsControl(veh_refs[0], change_physics_control(veh_refs[0], wheel_sweep = False)),
ApplyVehiclePhysicsControl(veh_refs[1], change_physics_control(veh_refs[1], wheel_sweep = True))])
self.wait(1)
self.client.apply_batch_sync([
ApplyTargetVelocity(veh_refs[0], carla.Vector3D(0, vel_ref, 0)),
ApplyTargetVelocity(veh_refs[1], carla.Vector3D(0, vel_ref, 0))
])
self.wait(150)
loc_veh_00 = veh_refs[0].get_location().y
loc_veh_01 = veh_refs[1].get_location().y
vel_veh_00 = veh_refs[0].get_velocity().y
vel_veh_01 = veh_refs[1].get_velocity().y
if not list_equal_tol([vel_veh_00, vel_veh_01], 0.5):
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
self.fail("%s: Velocities are not equal after simulation. [%.3f, %.3f]"
% (bp_veh.id, vel_veh_00, vel_veh_01))
if not list_equal_tol([loc_veh_00, loc_veh_01], 0.5):
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
self.fail("%s: Locations are not equal after simulation. [%.3f, %.3f]"
% (bp_veh.id, loc_veh_00, loc_veh_01))
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
def test_vehicle_tire_long_stiff(self):
print("TestVehicleTireConfig.test_vehicle_tire_long_stiff")
self.client.load_world("Town05_Opt", False)
# workaround: give time to UE4 to clean memory after loading (old assets)
time.sleep(5)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_vehicles = [x for x in bp_vehicles if int(x.get_attribute('number_of_wheels')) == 4]
for bp_veh in bp_vehicles:
ref_pos = -200
veh_transf_00 = carla.Transform(carla.Location(36 - 0, ref_pos, 0.2), carla.Rotation(yaw=90))
veh_transf_01 = carla.Transform(carla.Location(36 - 5, ref_pos, 0.2), carla.Rotation(yaw=90))
batch = [
SpawnActor(bp_veh, veh_transf_00)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0))),
SpawnActor(bp_veh, veh_transf_01)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))
]
responses = self.client.apply_batch_sync(batch)
veh_ids = [x.actor_id for x in responses]
veh_refs = [self.world.get_actor(x) for x in veh_ids]
if (0 in veh_ids) or (None in veh_refs):
self.fail("%s: The test cars could not be correctly spawned" % (bp_veh.id))
self.wait(10)
self.client.apply_batch_sync([
ApplyVehiclePhysicsControl(veh_refs[0], change_physics_control(veh_refs[0], drag=0.0, long_stiff = 100)),
ApplyVehiclePhysicsControl(veh_refs[1], change_physics_control(veh_refs[1], drag=0.0, long_stiff = 2000))])
self.wait(1)
self.client.apply_batch_sync([
ApplyVehicleControl(veh_refs[0], carla.VehicleControl(throttle=1.0)),
ApplyVehicleControl(veh_refs[1], carla.VehicleControl(throttle=1.0))])
self.wait(100)
loc_veh_00 = veh_refs[0].get_location().y
loc_veh_01 = veh_refs[1].get_location().y
dist_veh_00 = loc_veh_00 - ref_pos
dist_veh_01 = loc_veh_01 - ref_pos
if dist_veh_01 < dist_veh_00:
self.fail("%s: Longitudinal stiffness test failed, check that please. Veh00: [%f] Veh01: [%f]"
% (bp_veh.id, dist_veh_00, dist_veh_01))
self.client.apply_batch_sync([carla.command.DestroyActor(x) for x in veh_ids])
class TestStickyControl(SyncSmokeTest):
def wait(self, frames=100):
for _i in range(0, frames):
self.world.tick()
def run_scenario(self, bp_veh, veh_control, continous = False, reset_after_first = False, sticky = None):
ref_pos = -1
veh_transf = carla.Transform(carla.Location(235, ref_pos, 0.2), carla.Rotation(yaw=90))
veh_forward = veh_transf.rotation.get_forward_vector()
if sticky is not None:
bp_veh.set_attribute("sticky_control", sticky)
batch = [SpawnActor(bp_veh, veh_transf)
.then(ApplyTargetVelocity(FutureActor, carla.Vector3D(0, 0, 0)))]
responses = self.client.apply_batch_sync(batch)
if len(responses) != 1 or responses[0].error:
self.fail("%s: The test car could not be correctly spawned" % (bp_veh.id))
vehicle_id = responses[0].actor_id
vehicle_00 = self.world.get_actor(vehicle_id)
for _i in range(0, 10):
self.world.tick()
self.client.apply_batch_sync([ApplyVehicleControl(vehicle_00, veh_control)])
self.world.tick()
for _i in range(0, 150):
if continous:
self.client.apply_batch_sync([ApplyVehicleControl(vehicle_00, veh_control)])
if reset_after_first:
self.client.apply_batch_sync([ApplyVehicleControl(vehicle_00, carla.VehicleControl())])
self.world.tick()
loc_veh_00 = vehicle_00.get_location().y
vel_veh_00 = vehicle_00.get_velocity().y
dist_veh_00 = loc_veh_00 - ref_pos
self.client.apply_batch([carla.command.DestroyActor(vehicle_id)])
self.world.tick()
return dist_veh_00, vel_veh_00
def test_default(self):
print("TestStickyControl.test_default")
inp_control = carla.VehicleControl(throttle=1.0)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_veh = bp_vehicles[0]
d0, v0 = self.run_scenario(bp_veh, inp_control)
d1, v1 = self.run_scenario(bp_veh, inp_control, continous=True)
d2, v2 = self.run_scenario(bp_veh, inp_control, continous=True, sticky="False")
if not equal_tol(d0, d1, 1e-3) or not equal_tol(v0, v1, 1e-3):
self.fail("%s: The default input is not sticky: Default: [%f, %f] ContinousThrottle: [%f, %f]"
% (bp_veh.id, d0, v0, d1, v1))
if not equal_tol(d0, d2, 1e-3) or not equal_tol(v0, v2, 1e-3):
self.fail("%s: The default input is not sticky: Default: [%f, %f] ContinousThrottle: [%f, %f]"
% (bp_veh.id, d0, v0, d2, v2))
def test_true(self):
print("TestStickyControl.test_true")
inp_control = carla.VehicleControl(throttle=1.0)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_veh = bp_vehicles[0]
d0, v0 = self.run_scenario(bp_veh, inp_control, sticky="True")
d1, v1 = self.run_scenario(bp_veh, inp_control, continous=True)
d2, v2 = self.run_scenario(bp_veh, inp_control, continous=True, sticky="False")
if not equal_tol(d0, d1, 1e-3) or not equal_tol(v0, v1, 1e-3):
self.fail("%s: The input is not sticky: StickyTrue: [%f, %f] ContinousThrottle: [%f, %f]"
% (bp_veh.id, d0, v0, d1, v1))
if not equal_tol(d0, d2, 1e-3) or not equal_tol(v0, v2, 1e-3):
self.fail("%s: The input is not sticky: StickyTrue: [%f, %f] ContinousThrottle: [%f, %f]"
% (bp_veh.id, d0, v0, d2, v2))
def test_false(self):
print("TestStickyControl.test_false")
inp_control = carla.VehicleControl(throttle=1.0)
bp_vehicles = self.world.get_blueprint_library().filter("vehicle.*")
bp_veh = bp_vehicles[0]
d0, v0 = self.run_scenario(bp_veh, inp_control, sticky="False")
d1, v1 = self.run_scenario(bp_veh, inp_control, reset_after_first=True, sticky="True")
d2, v2 = self.run_scenario(bp_veh, inp_control, reset_after_first=True, sticky="False")
if not equal_tol(d0, d1, 1e-5) or not equal_tol(v0, v1, 1e-5):
self.fail("%s: The input is sticky: StickyFalse: [%f, %f] Reset: [%f, %f]"
% (bp_veh.id, d0, v0, d1, v1))
if not equal_tol(d0, d2, 1e-5) or not equal_tol(v0, v2, 1e-5):
self.fail("%s: The input is sticky: StickyFalse: [%f, %f] Reset: [%f, %f]"
% (bp_veh.id, d0, v0, d2, v2))